How to make precisely defined trails along orbits in space
Trails can be created in Blender using particles. These trails can be generated from simulations or animation. Since the trails are created as geometry, modifiers, shaders, and compositing can be used to achieve a broad range of effects. This image below was generated using this approach. 





Step by step instructions (Blender 2.76)


Setup a scene with an object which which will move. For this example, a physics simulation will generate the motion of a bouncing ball. The details of the physics setup are not discussed. Add a sphere out of view of the camera. Call this sphere 'particle-sphere'. It will be used to visualize the trail with the particle system.





Parent a single vertex to the object. This vertex will be the emitter for all particles on the trail. The vertex will emit the particles for the trail.
Create a particle system for the vertex. To simplify things, choose a large number, like 2000, and set the number of particles, the lifetime of the particles and the emission end at this number. This will lead to a single particle being emitted at each frame. Set the render object to a sphere added for visualization. Set the field weight for gravity to 0. This will prevent the particles from moving.





Simulate/animate the scene. Usually, the spacing between the particles will be too high, resulting in a dotted trail. (This will be corrected in a few steps.)





To fade the trail, a shader is used which make the particles increasingly transparent as they age.







To close up the spacing on the dots, the timing needs to be adjusted. First adjust the animation end time. For this example, the end time will be set to 2000 frames. The retiming can be done in several ways. One method is to retime the physics. The other is to bake the physics, (see How to bake rigid body physics frame in blender render? ) then retime the animation. This is opening the dope sheet, selecting the animation channels, a scaling using 's'. In this example, the original 250 frame animation was scaled by 8 to stretch to 2000 frames.





Finally, this retiming will change the real time playback of the animation. To fix this, the animation is rendered skipping frames. Since the animation was retimed by a factor of 8, the animation is rendered using every 8th frame.





This animation is finally generated!






The blend file for the space animation is located here:  

The blend file for the example is located here: